Teleknesis: where's the power?

Felon

First Post
The teleknesis spell offers a lot of different options, but for the most part it disappoints. It could be a 2nd-level spell IMO. Its effectiveness is pretty much limited to single targets. It requires Concentration. The amount of weight it moves is fairly low. I don't see tremendous utility in disarming somebody who can just bend down and pick the object up (I'd much rather it yank the weapon away a la Darth Vader disarming Han), and likewise the general utility of bull rushing and grappling at range don't impress.

I'm sure some folks have come up with optimal tactics for the violent thrust, and I'd love to hear those.
 

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The weird thing about disarming is that you technically have two methods to "disarm." You can use the disarm Combat Maneuver, which works like you suggest (maybe) and the Sustained Force, in which your opponent would just get a will save to negate. I would tend to use the Combat Maneuver vs. an opponent spellcaster's wand (e.g.) and the other one vs. an opponent fighter's weapon. If you are 20ft away (the distance of Vader and Han), then you'll get the item right away. If not, maybe the following round. The reason I say maybe is because if you disarm someone while not armed yourself, you end up with the weapon. There's no caveat in the spell description to say otherwise.
 

With the maneuver you do get to use it each round.

with violent thrust - consider instead luke being hit by the entire props department, while trying fight vader.

SRD said:
"You can hurl one object or creature per caster level (maximum 15)...weapons do normal damage, except arrows and bolts which do damage as daggers"
"Damage equal to 1d6 points of damage per 25 pounds (for hard, dense objects)."
maximum 375 pounds at 15th level
so up to 15d6 if you carefully arrange the scenery, or 15d4 with a quiver of arrows)
a little low do to the necessity of multiple attack rolls.

All things considered its probably decent for a 4th level spell.
This is what its placed for psions. I have actually taken it as a psion (although it was for flavor, his primary attack spells were lower level.)
 

Telekinesis is the best sorcerer versus caster spell in the PHB.
If you see a Mage about to do something naughty, Combat Maneuver (grapple) him: your caster level + casting stat versus his BAB and Str mod. So the best of yours versus the worst of his. He'll end up grappled and he can't do squat.

If you see a Mage about to use a naughty wand or device, Combat Maneuver (disarm) him: again, your caster level + casting stat versus BAB and Str. He's disarmed and you've averted his naughty for another round.

If you see a Mage (or anyone, really) moving along a precipice, Combat Maneuver (Bull rush) them off. It will only be Casting stat versus Str or Dex, but you get to do this round after round.​

You can also disarm people's stuff into your hands (though they get Will saves for this). You can fly, slowly. You can make terrific use of the discarded weapons of a battlefield*.

You can even take control of thrown or projectile weapons as they come towards you, albeit with a readied action; think how upset Wulfgar would be if you Telekinesised his hammer just after he threw it, and it drifted gently into your hand. Awesome.

Telekinesis' true power is that one spell does all these things. This doesn't help wizards out that much, who can afford to stock up on utility spells, but it is absolutely priceless for Sorcerers. With this one spell you can fly, fight, disarm, grapple, lift heavy objects, attack with multiple weapons, and both pick your friends and pick your friends' nose. You can do all of this from Long range (which for a sorcerer means a minimum max-range of 800ft).

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*We were held at axepoint by 10 or so greataxe-wielding orcs and a cleric of Grummsh; the orcs were mostly surrounding me, the sorcerer. A Fire-shield like effect later and the orcs were all down, and I still had a spell to cast. Telekinesis all the greataxes to attack the cleric: 6 of them hit, causing 6d12 points of damage. I rolled well enough to take him down. I'm not saying it's always going to be a combat-ender, but the spell is useful is so many situations that a spell-hungry sorcerer can always find a use for it.
 
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Evilhalfling said:
so up to 15d6 if you carefully arrange the scenery
15d12 with greataxes, or 30d6 with greatswords.

Or, I suppose, 30d4 with scythes... that'd be a horrific scene to watch, eh?
 

Felix said:
15d12 with greataxes, or 30d6 with greatswords.
Yup. I'm surprised that more wizards don't carry around shrunk bundles of 15 greatswords.

Even better if you have an intelligent ring of Telekinesis, as intelligent magic items can activate their own powers (allowing you to do other things with your actions).
 

mvincent said:
Yup. I'm surprised that more wizards don't carry around shrunk bundles of 15 greatswords.
There's a game mechanic for carrying around shrunken greatswords? And easy deployment method? I don't want to have to ask my victim me while I deposit 15 greatswords on the ground, or scatter them about like they were caltrops that he'll conveniently walk into the midst of.
 

Felix said:
Telekinesis is the best sorcerer versus caster spell in the PHB.
If you see a Mage about to do something naughty, Combat Maneuver (grapple) him: your caster level + casting stat versus his BAB and Str mod. So the best of yours versus the worst of his. He'll end up grappled and he can't do squat.​

Like I said originally, that's mutual restraint, since you have to sit there and concentrate to maintain the grapple.

You can also disarm people's stuff into your hands (though they get Will saves for this).
Is this explicitly stated somewhere?​
 

Felon said:
Is this explicitly stated somewhere?

Sustained Force: A sustained force moves an object weighing no more than 25 pounds per caster level (maximum 375 pounds at 15th level) up to 20 feet per round. A creature can negate the effect on an object it possesses with a successful Will save or with spell resistance.

So: Fighter 20 feet away from you holding a great sword. Choose this option, targeting his sword. He attempts a will save. If he fails, you move his greatsword 20 feet away from him, in this case to your hand.

At least that is the above poster's position.

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Personally I want a TK reserve feat that is better than Mage Hand.
 

Felon said:
There's a game mechanic for carrying around shrunken greatswords? And easy deployment method?
Wrap them up in a bundle (example: roll them up in a rug, put them in a golf bag, etc.) and cast shrink item on the bundle. Dropping the bundle (or speaking the word of command) should return it to normal size.

Also, the greatswords can be cheaply made with wall of iron and the fabricate spell (since you won't be selling them, I doubt a DM could complain). With a decent craft skill, you could even make them masterwork (for +1 to hit).
 

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